input: fix XInput thumbstick up and down (?), remove redundant menu L/R key bindings for DS4 stick

This commit is contained in:
somewhatlurker
2020-07-31 01:12:36 +10:00
parent c242317aea
commit fb902802f3
2 changed files with 26 additions and 2 deletions
+2 -2
View File
@@ -37,8 +37,8 @@ JVS_CIRCLE = D, L, Ds4_Circle, Ds4_DPad_Right, Ds4_L_Trigger, Ds4_R_Trigger, XIN
JVS_LEFT = Left, Up, Ds4_L1, Ds4_L_Stick_Up, Ds4_R_Stick_Up, XINPUT_LS
JVS_RIGHT = Right, Down, Ds4_R1, Ds4_L_Stick_Down, Ds4_R_Stick_Down, XINPUT_RS
MENU_L = Left, Up, Ds4_L1, Ds4_L_Stick_Up, Ds4_R_Stick_Up, XINPUT_LS, Ds4_DPad_Left, Ds4_DPad_Up, XINPUT_LEFT, XINPUT_UP, Q, U, Ds4_L_Stick_Left, XINPUT_LLEFT, Ds4_L_Stick_Up, XINPUT_LUP, Ds4_R_Stick_Left, XINPUT_RLEFT, Ds4_R_Stick_Up, XINPUT_RUP
MENU_R = Right, Down, Ds4_R1, Ds4_L_Stick_Down, Ds4_R_Stick_Down, XINPUT_RS, Ds4_DPad_Right, Ds4_DPad_Down, XINPUT_RIGHT, XINPUT_DOWN, E, O, Ds4_L_Stick_Right, XINPUT_LRIGHT, Ds4_L_Stick_Down, XINPUT_LDOWN, Ds4_R_Stick_Right, XINPUT_RRIGHT, Ds4_R_Stick_Down, XINPUT_RDOWN
MENU_L = Left, Up, Ds4_L1, XINPUT_LS, Ds4_DPad_Left, Ds4_DPad_Up, XINPUT_LEFT, XINPUT_UP, Q, U, Ds4_L_Stick_Left, XINPUT_LLEFT, Ds4_L_Stick_Up, XINPUT_LUP, Ds4_R_Stick_Left, XINPUT_RLEFT, Ds4_R_Stick_Up, XINPUT_RUP
MENU_R = Right, Down, Ds4_R1, XINPUT_RS, Ds4_DPad_Right, Ds4_DPad_Down, XINPUT_RIGHT, XINPUT_DOWN, E, O, Ds4_L_Stick_Right, XINPUT_LRIGHT, Ds4_L_Stick_Down, XINPUT_LDOWN, Ds4_R_Stick_Right, XINPUT_RRIGHT, Ds4_R_Stick_Down, XINPUT_RDOWN
MENU_CIRCLE = Spacebar
# Touch Slider:
@@ -211,6 +211,18 @@ namespace TLAC::Input
if (state.Gamepad.sThumbLX < -10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
i = XINPUT_LUP;
currentState.KeyStates[i] = false;
if (state.Gamepad.sThumbLY > 10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
i = XINPUT_LDOWN;
currentState.KeyStates[i] = false;
if (state.Gamepad.sThumbLY < -10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
}
{
@@ -226,6 +238,18 @@ namespace TLAC::Input
if (state.Gamepad.sThumbRX < -10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
i = XINPUT_RUP;
currentState.KeyStates[i] = false;
if (state.Gamepad.sThumbRY > 10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
i = XINPUT_RDOWN;
currentState.KeyStates[i] = false;
if (state.Gamepad.sThumbRY < -10000)
currentState.KeyStates[i] = true;
SetTapStates(i, elapsed);
}
if (rumble && TLAC::Components::TouchSliderEmulator::LatestInstance->isSliderTouched() && TLAC::Components::TargetInspector::ShouldVibrate)